| /* |
| Copyright (C) 2013 John McCutchan <john@johnmccutchan.com> |
| |
| This software is provided 'as-is', without any express or implied |
| warranty. In no event will the authors be held liable for any damages |
| arising from the use of this software. |
| |
| Permission is granted to anyone to use this software for any purpose, |
| including commercial applications, and to alter it and redistribute it |
| freely, subject to the following restrictions: |
| |
| 1. The origin of this software must not be misrepresented; you must not |
| claim that you wrote the original software. If you use this software |
| in a product, an acknowledgment in the product documentation would be |
| appreciated but is not required. |
| 2. Altered source versions must be plainly marked as such, and must not be |
| misrepresented as being the original software. |
| 3. This notice may not be removed or altered from any source distribution. |
| */ |
| |
| part of vector_math; |
| |
| /// 2D dot product. |
| double dot2(Vector2 x, Vector2 y) => x.dot(y); |
| |
| /// 3D dot product. |
| double dot3(Vector3 x, Vector3 y) => x.dot(y); |
| |
| /// 3D Cross product. |
| void cross3(Vector3 x, Vector3 y, Vector3 out) { |
| x.crossInto(y, out); |
| } |
| |
| /// 2D cross product. vec2 x vec2. |
| double cross2(Vector2 x, Vector2 y) { |
| return x.cross(y); |
| } |
| |
| /// 2D cross product. double x vec2. |
| void cross2A(double x, Vector2 y, Vector2 out) { |
| var tempy = x * y.x; |
| out.x = -x * y.y; |
| out.y = tempy; |
| } |
| |
| /// 2D cross product. vec2 x double. |
| void cross2B(Vector2 x, double y, Vector2 out) { |
| var tempy = -y * x.x; |
| out.x = y * x.y; |
| out.y = tempy; |
| } |
| |
| /// Sets [u] and [v] to be two vectors orthogonal to each other and |
| /// [planeNormal]. |
| void buildPlaneVectors(final Vector3 planeNormal, Vector3 u, Vector3 v) { |
| if (planeNormal.z.abs() > Math.SQRT1_2) { |
| // choose u in y-z plane |
| double a = planeNormal.y*planeNormal.y + planeNormal.z*planeNormal.z; |
| double k = 1.0/Math.sqrt(a); |
| u.x = 0.0; |
| u.y = -planeNormal.z*k; |
| u.z = planeNormal.y*k; |
| v.x = a*k; |
| v.y = -planeNormal[0]*(planeNormal[1]*k); |
| v.z = planeNormal[0]*(-planeNormal[2]*k); |
| } else { |
| // choose u in x-y plane |
| double a = planeNormal.x*planeNormal.x + planeNormal.y*planeNormal.y; |
| double k = 1.0/Math.sqrt(a); |
| u.x = -planeNormal[1]*k; |
| u.y = planeNormal[0]*k; |
| u.z = 0.0; |
| v.x = -planeNormal[2]*(planeNormal[0]*k); |
| v.y = planeNormal[2]*(-planeNormal[1]*k); |
| v.z = a*k; |
| } |
| } |